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Everything posted by MYCRAFTisbest
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Flux Kapacitor: A Back to the Future mod v0.96
MYCRAFTisbest replied to MYCRAFTisbest's topic in KSP1 Mod Releases
VERSION 0.96 HAS BEEN RELEASED CHANGELOG(0.96) -Fixed bugs minor bugs with KSP 1.0.5 compatibility -Flux Kapacitor Time Circuit GUI now is only visible when the Time Circuit is enabled -Can No Longer Stage Flux Kapacitor in staging -Time Circuit GUI now displays in MPH both the target speed and your current speed -Minimalistic Feedback added to GUI, if time travel doesn't work check that you have a full Mr.Kusion, are maintaining the set speed long enough, and have the destination correct (CASE SENSITIVE) -Updated Descriptions -Updated Tolerances -Removed effects, sound and visual (these will likely be re-added soon but the way I was doing was very unprofessional and I opted to pull it (If you want it in the new version just use the old config file from last build) -Fixed bug where failure to time travel caused travel not to work (NOTE: If you are experiencing the opposite problem where failure to time travel makes it impossible to stop the device please let me know) -Minor Changes to Improve Quality (Bug fixes, more helpful debug log, ect.)- 21 replies
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No brakes on your bubble wheels
MYCRAFTisbest replied to MrChumley's topic in KSP1 Suggestions & Development Discussion
I am suing for the unauthorized use of my twitch comment. (It's ok by me) -
Flux Kapacitor: A Back to the Future mod v0.96
MYCRAFTisbest replied to MYCRAFTisbest's topic in KSP1 Mod Releases
VERSION 0.95 HAS BEEN RELEASED NEW FEATURES: Time Circuit Mechanic (chose desired save file to load) Minimum Speed Required to Time Jump (configurable to any speed between 0 and 120m/s) Added Mr.Kusion part (required to generate the 1.21 GigaWatts for the Time Jump to activate[ships launched in 0.91 might not apply]) RECOMMEND YOU MANUALLY REMOVE THE OLD FILE FROM GAMEDATA- 21 replies
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Hello. I'm trying to make a part with a custom module that would need to consume resources (and more importantly) would not function without them. Could anyone give me some example code or point me in the right direction on how to utilize resources on the same vessel as the part? Greatly appreciated EDIT: For clarification, I already have a custom resource created, but for the purposes of my question LiquidFuel can be assumed.
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Flux Kapacitor: A Back to the Future mod v0.96
MYCRAFTisbest replied to MYCRAFTisbest's topic in KSP1 Mod Releases
Not necessarily. It does seem like it might be possible. Like I said I accidentally brought the past to the present while debugging the code. What that actually means is I loaded the quicksave on top of the current one. I have no idea when it took effect (perhaps when returning to the Space Center) but it did merge the saves. The issue being that the crafts from the current save did not get removed. If that can be figured out in real time as well it could be done. For now, however, I will say it is unlikely. I do plan to add a GUI menu if possible to modify the time circuits (chose any save, not restricted to the main "quicksave"). I also plan to add scenarios to the download which will be saves disguised as locations in the movie, however this will likely be a while before it is an included feature. I think next will be some simpler things like making a Mr. Fusion and moving the 1.21 Gigawatts to that as well as actually make the Gigawatts needed for the revert, not just the effect. I also want to bind the effect to the same action as the travel and add a flame effect for the wheels and/or create a slightly modified wheel (although I don't really know how to do animations proper at the time).- 21 replies
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Flux Kapacitor: A Back to the Future mod v0.96
MYCRAFTisbest replied to MYCRAFTisbest's topic in KSP1 Mod Releases
See you? How Can I see you in chat. Do you see me?! Did you hack my webcam!!! SECURITY!- 21 replies
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Flux Kapacitor: A Back to the Future mod v0.96
MYCRAFTisbest replied to MYCRAFTisbest's topic in KSP1 Mod Releases
Mod Updated to 0.91: Now loads last quicksave at activation. ("Activate Engine" for effect "Activate Kapacitor" for time travel) [These will be grouped together at some stage] Enjoy and please leave any and all suggestions and feedback.- 21 replies
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OK, I tried this and got a Null Reference using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; //Unnecessary Code Stuffs Removed for Convenience public override void OnActive() { Debug.Log("[FK] Time Traveling"); StartCoroutine(WaitThree()); } IEnumerator WaitThree() { yield return new WaitForSeconds(3); Game _game = GamePersistence.LoadGame("quicksave", HighLogic.SaveFolder, true, true); _game.Start(); }
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Hello. This is probably a silly question, but I can't figure out how to make the game wait before doing the action I have coded it to do (load the last quicksave). I currently have this code segment: public override void OnActive() { UnityEngine.Debug.Log("[FK] Time Traveling"); Game _game = GamePersistence.LoadGame("quicksave", HighLogic.SaveFolder, true, true); //Wait 3 Seconds here _game.Start(); } If someone could please help me out here and possible direct me to a good source to look off of that would be great. Thanks
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Flux Kapacitor: A Back to the Future mod v0.96
MYCRAFTisbest replied to MYCRAFTisbest's topic in KSP1 Mod Releases
That's actually what I have been trying to figure out. In fact, I just did. Took a bit of messing with the code but it does load the save "quicksave" now. I just need to refine and debug it before updating. Of course the ship doesn't travel back unless it was what you had in the loaded save. Wouldn't even begin to know where to start on that one for anyone considering it. You need someone with more modding experience than me, although I think I accidentally loaded everything from the save in a failed attempt effectively moving the past to the present.- 21 replies
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Flux Kapacitor: A Back to the Future mod v0.96
MYCRAFTisbest replied to MYCRAFTisbest's topic in KSP1 Mod Releases
As much as I would love to add a requirement of moving at 39.34m/s to make it function I have not implemented nor looked into a way to do this, yet. I'll be looking into it though as it might need a non-stock module for that feature to exist. EDIT: If you want it to, yes- 21 replies
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VERSION: 0.96 BETA Now for KSP 1.0.5! (Changes include feedback in MPH, better GUI and MORE! (Please see change log in README for more details) RECOMMEND YOU MANUALLY REMOVE THE OLD FILE FROM GAMEDATA A Back to the Future Mod that adds a Flux Capacitor kerbalized. What does it do? Well it travels you BACK IN TIME! No Really, it loads any quicksave you desire in a spectacular and fun fasion. Set the speed required for the Time Circuits to fire (39m/s default [88mph]). As of now the effects are missing. They should return next update. INCLUDES: 1 MYCRAFT Inc. Flux Kapacitor 1 MYCRAFT Inc. Mr.Kusion 1 DeLorean Time Machine (made from stock parts excluding the Mod parts) [Available in Sandbox or whatever save you put the file in]) Future Plans: More Parts (DeLorean Frame [May be on hold indefinately unless model is provided or I have a LOT of free time]) Sound Effects, Graphical Effects, EXPLOSIONS! KNOWN BUGS: None ATM, but I'm sure they are plentyful. OVERSIGHTS: -If the save that is supposed to be loaded doesn't exist it will not properly inform you. (CASE SENSITIVE) -Destination will reset every time the vessel is loaded. If already moving fast enough when activated, the game will instantly start the time travel routine and give you no time to input anything DOWNLOAD: This plugin follows the guidelines of the MIT Licence. There now that the boring legal stuff is out of the way, chose a link. Curse: http://kerbal.curseforge.com/ksp-mods/233544-flux-kapacitor Have fun and enjoy!
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